Targeting Handling

Image showing the TargetingHandler component, as seen in the Entity Inspector.

Targeting Handler Overview

Functionality

Selection Offset

Knowledge Processing

Stat driven values that determine how long a target needs to be detected to beceome part of the “active knowledge” of the unit. Applies to players as well, as the targets will be non-selectable if unknown.

Memory Processing

Targeting Cursor

Interaction Range Field

A unique Sense Field.

Collider that defines the most immediate interactable targets.

Gives “In Interaction Range“ cross reference to the senses targets.


Setting Up Your Targeting Handler


API

// GS_TargetingHandlerIncomingEvents::Handler overrides
bool RegisterTarget(AZ::EntityId entity) override;

bool UnregisterTarget(AZ::EntityId entity) override;

bool RegisterInteractionRangeTarget(AZ::EntityId entity) override;

bool UnregisterInteractionRangeTarget(AZ::EntityId entity) override;

AZ::EntityId GetInteractTarget() override { return interactTarget; };

// Local Methods
virtual void CheckForTick();

virtual void ProcessClosestInteractable();

ProcessAllInteractables

Determines the closest target, then processes the type that target is: Interactable/Item. Then sets the SelectedTarget to that single target.

Get Nearest methods fulfil the Processing, as well as AI checks.

Has Target of type. Query the database.


Extending Targeting Handler